Dev Build - Shelter Customization
Added 2025-02-05 20:18:38 +0000 UTCIMPORTANT (Read before downloading)
Since the project is currently divided to 2 different branches, I had to extract the shelter customization features from the commercial branch and kind of brute force them as part of the demo branch in order to share this dev build.
This extraction method that I used was really messy and it caused multiple conflicting files, so there's some elements that don't work like they work in the actual commercial branch.
Here's a the list of the most common / conflicting issues:
- Player collision will stutter when colliding with certain furniture
- Pickup items will disappear if the new tetris grids don't have space
- Furniture catalogue containers will destroy the items nested inside
The original dev build size would have been easily under 1Gb, but now since it had to be extracted as part of the demo branch it basically gathered all the demo content as well, so the size is unnecessary massive (~5Gb).
I originally planned to share this dev build with the demo Village map, but since resolving those conflicting files would have been so time consuming (and unnecessary work), I decided to just use debug area are shown in the Youtube video related to Shelter Customization.
Even though this extraction process caused some issues, the actual furniture placement and Decor Mode should work still like expected and not prevent testing the core ideology behind this system.
Controls for the dev build:
F1 = Decor Mode
Everything else = Uses demo controls
Download link
https://drive.google.com/file/d/1MDygeqAWbcQPV9sTO9JDg58-Frmk2bi5/view?usp=sharing
How to test?
Download the entire .zip folder, not individual files.
Once downloaded, extract zip file.
Run development build through .exe file.
General info
Development builds are not designed for public, do not share files or download links.
Development builds might override the demo save files.
You can record and publish content (images/videos) from these development builds.
Feel free to leave comments and feedback in this post.
Feedback
Is Decor Mode easy to use, meaning furniture manipulation?
Is there something else that you think this system 100% needs?
Comments
- Items placed on the floor can clip through the floor, making placement difficult because you have to also manage their height precisely - Similarly, placing items on walls is not forgiving to item rotation, it has to be fairly precise before the placement outline snaps to a wall - The green dashed placement outline is animated, which makes understanding its location more difficult. It takes an extra second to mentally process the location since the outline is moving, especially when making small adjustments - Some larger items can't be placed at all before adjusting their distance from the player - Item movement delay/smoothing (how things move when they float in front of you) is more frustrating with larger items, it feels imprecise when the furniture moves with a delay as you move. I expect this smoothing prevents things from feeling too fast and unnatural, but maybe this movement can faster somewhat - Item rotation is too coarse (the rotation steps are too big), this is also more noticeable for larger items. I had a hard time placing a nomad bed in the far left corner of the smallest room, because the room is small I had to stand in the doorway and rotate the bed slightly, but getting the right rotation was difficult Other notes (issues you probably know about): - Crafting furniture when there is no room in the catalog causes the crafted item to disappear - Looking at the stove/chimney results in a sizable frametime spike
Soul
2025-03-17 23:05:14 +0000 UTCActually to go off of this what I was thinking, maybe if we wanted specific prop placement (for example if we wanted canned foods arranged a certain way) we could group the items and move them together, similar to how it currently works with items placed on top of furniture. Not exactly a grid system but it would allow us to arrange things on the floor and move them onto a surface easier
JuiceBox
2025-02-10 14:38:57 +0000 UTCYeah pretty nice. One issue is the actual adjusting of the furniture it is pretty tricky sometimes. The main gripe is not to cancel the placement operation. But I am pretty sure you are aware of these issues. So far so good. I was not too enthusiastic about the shelter custommization at this point of the develompent but now I am pretty excited about it. I get the point now. Hyvää työtä.
BlackVomit
2025-02-09 12:37:26 +0000 UTCWhat about some kind of grid snapping for items when placing multiples of the same type next to each other?
Romeo.Echo4
2025-02-08 17:14:39 +0000 UTCThanks for the feedback! In terms of that shader effect for the items, I think that's a bit unnecessary and it would be also a little more complicated to implement since some items have quite complex hierarchies related to materials that would have to replaced with that shader effect (for example weapons and optics can have bunch of different materials in each mesh)
Road to Vostok
2025-02-06 21:57:08 +0000 UTCBut also, in terms of maybe adding to this system- for items that we place in non-decor mode, could they get a similar outline or better form of depth perception when placing? Maybe a small grid outline below the item if we are trying to get very specific with the placement. Other than that I think the system is great and you did a good job with making it feel like the player has full control of their shelter and making it feel custom! :)
JuiceBox
2025-02-06 16:15:55 +0000 UTCHi, I'm noticing that if I select to place an item (in my case right now it is the curtain) and I want to "deselect" or put it back in the decor inventory, I can not do that. After pressing F1 to go back to non decor mode the red translucent outline of the curtain is still following my camera and I can not place it, nor open decor inventory again
JuiceBox
2025-02-06 16:11:47 +0000 UTCHi! Dev builds are always "mini-games" which focus on some specific feature or mechanics, since otherwise they would be way too time consuming to provide and the focus for testing the specific feature would get lost pretty easily.
Road to Vostok
2025-02-06 15:11:09 +0000 UTCIs this a mini-game like inventory tetris or the whole shebang that can replace the demo version?
Olli Ruohomäki
2025-02-06 15:07:51 +0000 UTC